defining angle of reflection for glossy texture nodes to make "holographic" metal
It's up to you to play with the values and other options to get something you like, but here is one way to play with the normals of red, green, and blue glossy shaders:





Mapping nodes are used to adjust the "Rotation" values of the "Normal" output from the "Geometry" node.  I added some displacement to the cube to highlight the effect.  It's not all that close to your example, but maybe it's a good starting point for you to experiment.